League Of Legends: A Strategy Guide For Mid Laner Silas

Said it in front

The author is currently in the Platinum Ranking. The purpose of writing this guide is to share some of my thoughts and experiences on using Sylas, and also to help some players who don’t like Sylas understand Sylas as a hero and learn to avoid Sylas’s attacks. Strengths and exploit this hero's weaknesses to counterattack. Due to the author's game level, there may be some understanding problems in this article, and I hope you can give me some advice.

I think Sylas is a relatively simple hero who also has a short CD and a high amount of recovery skills, a flexible R skill, and a high upper limit. Using Silas does not require complicated operations and combos. If you properly grasp the timing of using the four skills, you can have good strength. Therefore, it is also suitable for players who are not good at operations.

Introduction to hero skills:

Breaking the Enemy Forbidden Method (P):

Silas is an important source of damage and wave clearing skills in the early and mid-term. The large attack speed attached to this skill allows Silas to quickly hit multiple A-levels in the early game. At the same time, the 0.3 AD bonus and 0.25 AP bonus attached to this skill also provide Sylas with a lot of power in the early stage. Supplementary damage is the support for Silas’ hero strength.

Chain Whip (Q):

Skills used to replenish dangerous knives, clear lines, and consume remotely (mana flow ties), and also provide short-term low acceleration (15%). Q1 has an AP bonus of 0.4, and Q2 has an AP bonus of 0.8, so if they all hit, the damage of this skill cannot be underestimated.

The Q skill has a more obvious hand raise, and the blue bar of Sylas in the early stage is also relatively short. Therefore, when consuming it online, you need to ensure the hit rate of the Q skill as much as possible, because Sylas without blue is like an empty gift box. No one likes it.

Regicide Thrust (W):

An important skill when fighting, it has short-distance dash, 0.9 AP bonus and provides high blood recovery. At the same time, it can cancel the flat A back swing, so when fighting, you can use AWA combo to hit all your own moves more quickly. break out.

This skill can be used to penetrate walls. At the same time, the blood return mechanism is triggered when the enemy is contacted at the end of the dash. If you are interrupted or killed during the movement, the blood will not be returned. Therefore, try to avoid it when the blood volume is extremely low. Bet that the opponent can't react and can't kill you in the air, or use the flash W combo to steal a bite while the opponent isn't paying attention.

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Stealth/Capture (E):

Silas's core skills include displacement, 1.0AP bonus, and short-term control + dash. The use of this skill is the key to determining Sylas' upper and lower limits. In the early stage, the hit of E2 basically determines whether you can complete a single kill online. In the middle and late stages, Silas's E skill determines whether you can smoothly approach the back row, and it is still an important source of damage.

It should be noted that if Silas's E2 is not intended to be used in a sudden attack, try to place it in a place where it is impossible to draw people. A poorly timed E2 may ruin your high bounty, a key group or even the entire good team. bureau.

His way of doing things (R):

The R skill is one of the skills that determines Sylas's upper limit. During team battles, Sylas basically relies on the stolen R skills to determine the style of team battles. He is the first to start the team (stone man, bull head, centaur, nagas). (Er) or back-hand harvesting (Juggernaut, Kayn), etc. Of course, the opponent's ultimate move must be made good use of according to the specific situation.

At the same time, when using the R skill to steal the opponent's ultimate move, a passive layer will be given.

Hero skill points:

Mainly W, I don’t really recommend the main Q style of play. The main Q gameplay will be more comfortable during the laning period, but when duels and small-scale team battles break out in the jungle, the strength of Silas without the advanced short CD W will drop a lot, which is to say that he is giving up the basics to compete with the last.

At the same time, I think that the strength benefit brought by Silas's high recovery gradually decreases as he progresses to the later stage. Therefore, I personally recommend the main W play method, usually the deputy E, which can be adjusted according to the appropriateness of the opponent's situation 2- At level 3, press Q and then E. (Of course, you can also use the secondary Q. In this case, the error tolerance rate will be lower, but the line clearing is quite comfortable)

Hero talents:

The main series is generally yellow.

conqueror:

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To fight against the God of War talent, Sylas's extremely fast burst can quickly add layers of Conqueror, and can already provide dozens of points of magic power during the laning phase. At the same time, Sylas's magic power attribute has a very high rate of return, which can Said to be the most suitable talent for Silas.

Calm and relaxed:

Calm and calm, Silas's good helper. It is a very useful talent whether it is to get through the embarrassing situation of no mana in the early stage or to help you harvest in team battles.

Legend: Resilience:

There is nothing else good about this level. If you choose the yellow type, you will basically have to choose this talent.

Perseverance:

It can be said that it is a talent that is more suitable for Silas's characteristics. The damage bonus provided when the blood volume is low is more suitable for Silas than other talents in this layer.

Players who are not confident in laning can consider Quick Step, which improves endurance but the corresponding damage will be reduced.

There are two point methods for the secondary system, the blue system and the enlightenment system.

The blue series is mainly based on mana flow ties and transcendence. There’s not much to say about this part, mana and CD are both attributes that Sylas needs very much.

The enlightenment system is mainly biscuits + astral insight/time warp tonic. The main thing is battery life. This talent can be used by heroes/mages who are difficult to fight in the lane. At the same time, astral insight can also reduce the CD of the golden body.

Small fragments are always two magic power fragments + one corresponding resistance fragment. The reason why I don’t choose 8 skill speed is because I personally feel that when Sylas is at a low level, 8 skill speed does not allow you to hit an extra W. However, at a high level, the CD is enough, and the benefit of 8 skill speed is not obvious. .

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Tips: When you are not sure whether the opponent is an AD or AP hero who will come to line up with you, since Sylas's initial armor is relatively low, it is relatively better to point the armor.

There is also a set of electrocution and flow-through play, which may be used as a countermeasure when all the heroes on the opposite side are relatively brittle and explosive, and Sylas can only play one set at most. The idea is to use the push stick to maximize his own improvement. a set of outputs. I haven't used this set of runes much, so I just mentioned it. If you encounter this kind of situation, you can consider it.

Outfit ideas

Alignment period:

When Dolan's Ring goes out, the mage needs to rely on the battery life to produce a corruption potion, but I personally don't like it.

If you have an advantage in the lane, you can go home and replenish the Man Ring + Explosive Wand. The damage of this kind of equipment is very high, and you need to pursue lane kills, otherwise the mana will not be enough. Otherwise, we should first release small equipment in chapters to replenish mana.

The Killing Ring will greatly improve Silas. If there are advantages and opportunities, it will greatly increase the speed of Silas's snowballing.

Match equipment selection:

My personal order of equipment is Yongshuang + Stopwatch + Golden Body + Hat. If there is a follow-up, I will choose between Ghost Book or Magic Penetration Rod. Personally, I don’t really like going out of the astral realm, so maybe I’ll release the last one or sell shoes. Of course, when you have an advantage, Silas will not be melted when he enters the field. You can consider leaving the star realm first to improve your continuous combat capabilities.

Disadvantage Silas will be difficult to fight. At this time, try not to leave the star realm. It will be better to choose a hat to improve the all-in ability. When I play Silas, I usually don't use defensive equipment. If the opponent is the Chopper team and can't beat it, I can consider Bingxin (I have never won).

Shoes generally come from CD shoes. If you fight Xerath, you can even use the CD shoe hiding skill for 950.

combo skills

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Sylas's basic combo is to overwhelm W because the long CD of W in the early stage determines that it is basically impossible for you to play two W. Therefore, using W when the number of conqueror layers is high can return more blood. If you feel that the dry pull is difficult to hit, you can also EWE. Using E2 to rush in with W can also increase the hit rate of the E skill.

The use of Yongshuang is more flexible. It can be used to slow down long-distance or close up to make the enemy full of Q2 and E2. You can explore by yourself.

Alignment ideas

Advantages and disadvantages of laning:

Limited by the level of segmented technicians, I personally feel that Silas is not very easy to play as a long-handed mage. He needs to move carefully to maintain blood and find opportunities to all-in a wave of solo kills in E.

In terms of melee combat, there is nothing particularly difficult to fight. Kassadin and Yasuo may be one of them. Pantheon has never encountered it, but I personally think it should be okay. Fighting Akali will cost the hit rate of both E's. Sett's will be better. After hearing the experience, you can consider fighting after the W level is high, but if you need to play one set, retreat and wait for the CD to play the second set. The same is true for the ruined king, and the sword girl has not encountered anyone who is particularly strong so far.

Sylas is going to jail for playing Zoe Icebird, but it is very rare for people to play these two heroes at low levels. You can leave the ban position to other popular heroes or heroes you hate. In addition, I personally hate Lucian and Male Gun, two heroes who are easier to avoid Sylas E2.

Ideas and techniques for threading:

Summoner skills are generally ignite + flash, and with TP it will be weaker.

At level one, generally learn E. If the opponent's hero's machine is too strong, such as Sett, learn Q. Level 1 Sylas is only equipped with experience, but when the opponent walks to the middle of the troop line or your troop line wants to force you out of the experience area, you can EAEA and retreat immediately after the fight.

Another little trick in the first wave of soldiers is that when the health of the three melee soldiers is relatively low, you can go E to A to collect the three melee soldiers, and then use E2 to steal the opponent and draw a draw to A.

If the blood exchange is more successful, you can consider learning W at level 2 and finding an opportunity to use E to hit full damage for a solo kill. The kill line with all skills is about two-thirds of the blood. If it fails, find an opportunity to use E at level 3-4. Level up this time point to compete.

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Silas' kill line in the early stage is very high, which is something that many people don't expect. When Conqueror Dolan rings out, Silas, who is at level 3 with full Q1+Q2+E2, can output 559 points of damage against a 40 magic resistance dummy. With level 3 Ignite with 130 points of real damage, it can reach 690 points of health. Behead.

The value of level 4 Silas is 740 points. Basically, if the blood exchange is successfully carried out, Silas can reach the killing line. If you steal the Conqueror twice before all-in a set, the kill line can be even higher.

But if E is empty, Silas's output will be reduced by about 100 points, and Q2's hit rate will also be reduced. This is why the hit rate of E2 is an important condition that determines whether you can complete a solo kill in the early stage. .

After level 6, if Silas's R skill is a damage skill, then a full set of E, a hero with a relatively fragile mage body, and an ignited kill line will be full health. You can consider hitting all in to try to kill the opponent instantly.

At the same time, Sylas, the hero, also needs to play around the jungle. Sylas is stronger in small-scale team battles than most mid laners, so if the jungler fights for river crabs and is countered by the jungle, he will not lose. Timely support for the small loss line or even the small loss line is a very beneficial decision for Silas.

Relying on the ultra-high kill line, Sylas can basically do it in seconds against a jungler that is likely to be out of health. Not only is it possible to get kills and double BUFFs, but it also increases the success rate of calling ganks. When you gain an advantage in the lane, you can also call the jungler to invade the opponent's jungle area to capture the opponent's jungler, and radiate your advantage to the jungle area.

Similarly, if you encounter a gank during the laning phase, you can also look at the situation. If the opponent's midfielder is out of touch and the blood volume is not satisfied, you can try to counterattack with a set of instant kills.

Sylas's burst is very fast, and the damage of most heroes in the early stage is low, so even Sylas with low health volume still poses a huge threat as long as his health and mana are enough to complete a set of skills without dying. Players who come to gank Silas from the jungle position may need to pay attention. Think about the reason why Silas, who is still alive, first slowly and leisurely hit you twice when he met you.jpg

In the mid-to-late stage, if Sylas has a big enough advantage and has relatively advanced equipment, he can still go in seven and come out seven times. If his development is average, he needs to reasonably plan the team battle style according to the opponent's R skill.

However, unless he steals a team-opening ultimate move or has the opportunity to instantly reduce the opponent's strength, Silas, who is still essentially a mage, may die suddenly if he rushes in first in a team battle. It is best to wait for the warriors. Tank teammates must take the first wave of damage before entering the battlefield.

Conclusion

The above are some of my thoughts on the current version of Silas. At present, I am still working hard to learn and improve my gaming ability. This is also a summary of my current understanding. If it helps you, I'd be honored. If there is any correction on my understanding, I am quite willing to learn from it. Thank you for reading.

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